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Messages - peewee_RotA

Ran into some old sketches of the Isle of Thanatos levels. The second one was supposed to be entirely maritime combat, but I didn't have a good solution for falling off the boat. And invisible walls seemed cheesey.

Quick update. I've only had a few minutes to start looking into this so far, but it's promising. The way the game stores resources is actually pretty clever and should be easy to inject a secondary source.

The majority of adding a new class comes from adding a new numbered .dat file and .bmp portrait in that classes folder, but there should still be some hooks in game that identify total number of classes and try to check which classname it is. I didn't intend to make adding them easily a feature. It was more about moving away from an array of classes that was hardcoded all over the source. Especially for features like picking locks.

The biggest challenge is really the custom skills. They have to be changed in code and there's lots of work in the source files for magic and rune placement. If this were to be a feature, there should definitely be some scripting to help out.

Putting in LUA hooks wouldn't be that hard, especially with the existing effort to port to LUA from a while ago.

I was a huge fan of warcraft 1 & 2, never got into starcraft. Couldn't put my finger on why before, but now that I got significantly into the single player... it's the micromanaging.

I loved 90's RTS's. Red Alert, AOE, Krush Kill n Destroy... Man such a golden age. But starcraft is the only one where you can lose a fight because one of your units decided to take a detour through cleveland and triggers the entire enemy's defenses.

The plus side, the music heavily reminds me of Blizzard's first game Rock n' Roll Racing. It absolutely does not fit Star Craft's theme, but thinking back to RnR Racing is so nostalgic. "Tarquin takes the lead!"